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plumose 219
Sep 3 2007, 21:24
is there anyway i can import png into V3,if so hows it done.thanks http://forums.bistudio.com/oldsmileys/huh.gif

Opteryx
Sep 3 2007, 21:31
What do you mean exactly? Are you talking about the Sat/mask/Legend textures? Yes, they should be PNG (Sat_LCO.png Mask_LCO.png mapLegend.png), I'm not going to explain more untill you give a more descriptive question since I'm not sure what you're referring to.

plumose 219
Sep 3 2007, 21:52
What do you mean exactly? Are you talking about the Sat/mask/Legend textures? Yes, they should be PNG (Sat_LCO.png  Mask_LCO.png  mapLegend.png), I'm not going to explain more untill you give a more descriptive question since I'm not sure what you're referring to.
well some one told me if i create a map in geo control and save as png ,ill could open it in V3 . http://forums.bistudio.com/oldsmileys/smile_o.gif THANKS

fasad
Sep 3 2007, 22:13
Ahh, you mean import a PNG height map!

Yes, but:
- the PNG must be 16-bit (although wiki says 8-bit will work, it doesn't for me).
- it should be the same resolution as your terrain's number of cells.
- you must make a pbl (text config file) to tell V3 how to import it.

See the wiki! (http://community.bistudio.com/wiki/Visitor_3_Manual#Terrain)

plumose 219
Sep 3 2007, 22:41
Ahh, you mean import a PNG height map!

Yes, but:
- the PNG must be 16-bit (although wiki says 8-bit will work, it doesn't for me).
- it should be the same resolution as your terrain's number of cells.
- you must make a pbl (text config file) to tell V3 how to import it.

See the wiki! (http://community.bistudio.com/wiki/Visitor_3_Manual#Terrain)
hey thanks for that m8.now how can i save to pbl,is there away of doing this. http://forums.bistudio.com/oldsmileys/help.gif

Opteryx
Sep 3 2007, 22:54
Okay to get a grayscale png map into V3 you need to make a pbl file to accompany it, do this:

Step 1: Make a txt file and paste this in it:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfg
{
PNGfilename=&#34;world.png&#34;;
squareSize=5.000000;
originX=0;
originY=0;
minHeight=120.000000;
maxHeight=735.000000;
};[/QUOTE]

In the pbl file you see "world.png" that should be the name of your png grayscale map, so if you name your png world you don&#39;t need to change anything in the pbl.

Step 2: Save the txt file as something like world.pbl, then it should become a pbl file.

Step 3: Make sure your png grayscale is in the the same directory as your pbl.


Step 4: Make a new terrain in Visitor (Project--&#62; new) then set the terrain grid size to match your png, example: png is 512 x 512 pixels---&#62; set terrain grid to 512 x 512.

Step 5: Set your desired cell size.

Step 6: hit okay (or if you know how big your satellite map is you can set that in calculator, can be done later if you wish)


Step 7: Go to Project ---&#62; Import terrain from picture and open up the pbl you made.


Now you should have your grayscale map in V3



PS: If anyone spots an error feel free to correct.

plumose 219
Sep 3 2007, 23:09
Okay to get a grayscale png map into V3 you need to make a pbl file to accompany it, do this:

Step 1: Make a txt file and paste this in it:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class cfg
{
PNGfilename=&#34;world.png&#34;;
squareSize=5.000000;
originX=0;
originY=0;
minHeight=120.000000;
maxHeight=735.000000;
};

In the pbl file you see "world.png" that should be the name of your png grayscale map, so if you name your png world you don&#39;t need to change anything in the pbl.

Step 2: Save the txt file as something like world.pbl, then it should become a pbl file.

Step 3: Make sure your png grayscale is in the the same directory as your pbl.


Step 4: Make a new terrain in Visitor (Project--&#62; new) then set the terrain grid size to match your png, example: png is 512 x 512 pixels---&#62; set terrain grid to 512 x 512.

Step 5: Set your desired cell size.

Step 6: hit okay (or if you know how big your satellite map is you can set that in calculator, can be done later if you wish)


Step 7: Go to Project ---&#62; Import terrain from picture and open up the pbl you made.


Now you should have your grayscale map in V3



PS: If anyone spots an error feel free to correct.[/QUOTE]
thanks thats helped so much http://forums.bistudio.com/oldsmileys/smile_o.gif

plumose 219
Sep 4 2007, 22:56
now ive got the map in V3,how can i get this map to work in the game,i know there is alot to do yet ,but can u give me any idea please. http://forums.bistudio.com/oldsmileys/smile_o.gif i mean could any body tell me the next step please lol http://forums.bistudio.com/oldsmileys/banghead.gif

fasad
Sep 5 2007, 08:41
Assuming you don&#39;t want any ground textures, you can get you terrain into ArmA by doing the following :

Load your terrain in V3.
Connect to buldozer.
From the file menu, choose export world (this creates a WRP for ArmA use).
Create a config.cpp file (I&#39;ve posted working examples of config.cpp files in both the huge Tutorial and and "do i need to ..." topics).
Make a PBO of containing your WRP and config.cpp
Run ArmA using your PBO as an addon.

There are more details in the wiki and in the tutorial topic.

plumose 219
Sep 5 2007, 14:32
@<hidden> fasad
is this the one u mean these configs, http://forums.bistudio.com/oldsmileys/huh.gif
#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3

[code]
class CfgPatches {
class CEEB_p2007 {
units[] = {};
worlds[] = {CEEB_p2007};
requiredVersion = 0.1;
};
};
class DefaultLighting; // External class reference

class DefaultLighting_CA : DefaultLighting {};

class CfgWorlds {
class DefaultClutter {
scaleMin = 0.9;
scaleMax = 1.4;
};
class DefaultWorld; // External class reference
class Intro : DefaultWorld {};

class CEEB_p2007 : Intro {
access = 3;
cutscenes[] = {"DesertIntro1"};
description = "CEEB_p2007";
icon = "";
worldName = "&#92;CEEB_p2007&#92;CEEB_p2007.wrp";
pictureMap = "";
pictureShot = "";
plateFormat = "ML&#036; - #####";
plateLetters = ABCDEGHIKLMNOPRSTVXZ;
longitude = -40; // positive is east
latitude = -40; // positive is south

class Grid //OFP style Aa00 - JJ99
{
//colorGrid[]={0,0,1,1};
//colorGridMap[]={0,0,1,1};
offsetX=0;
offsetY=0;
class Zoom0
{
zoomMax=0.2;
format="XY";
formatX="Aa";
formatY="00";
stepX=256;
stepY=256;
};
class Zoom1
{
zoomMax=1.0;
format="XY";
formatX="A-";
formatY="0-";
stepX=2560;
stepY=2560;
};
}

startTime = 8:30;
startDate = 07/06/2007;
startWeather = 0.1;
startFog = 0.0;
forecastWeather = 0.3;
forecastFog = 0.0;
seagullPos[] = {1272.84, 150.0, 14035};
centerPosition[] = {2500, 2500, 300};
ilsPosition[] = {2545, 3000};
ilsDirection[] = {0, 0.08, 1};
ilsTaxiIn[] = {2495, 2725, 2495, 2850, 2508, 2860, 2508, 3000, 2520, 3010, 2545, 3000};
ilsTaxiOff[] = {2545, 2445, 2520, 2425, 2495, 2445, 2495, 2725};
drawTaxiway = 0;

class ReplaceObjects {};

class Sounds {
sounds[] = {};
};

class Animation {
vehicles[] = {};
};

class Lighting : DefaultLighting {};
clutterGrid = 1.11;
clutterDist = 55;
noDetailDist = 40;
fullDetailDist = 5;
minTreesInForestSquare = 3;
minRocksInRockSquare = 4;

class clutter {
class GrassGeneral : DefaultClutter {
model = "ca&#92;plants&#92;clutter_grass_general.p3d";
affectedByWind = 0.3;
swLighting = 1;
scaleMin = 0.75;
scaleMax = 1.0;
};

class GrassFlowers : GrassGeneral {
model = "ca&#92;plants&#92;clutter_grass_flowers.p3d";
};

class GrassLong : GrassGeneral {
model = "ca&#92;plants&#92;clutter_grass_long.p3d";
affectedByWind = 0.6;
scaleMin = 0.6;
scaleMax = 1.1;
};

class GrassSevenbeauty : GrassGeneral {
model = "ca&#92;plants&#92;clutter_grass_sevenbaeuty.p3d";
affectedByWind = 0.2;
scaleMin = 0.7;
scaleMax = 1.1;
};

class GrassYellow : GrassGeneral {
model = "ca&#92;plants&#92;clutter_grass_yellow.p3d";
affectedByWind = 0.2;
scaleMin = 0.7;
scaleMax = 1.1;
};

class GrassDesert : GrassGeneral {
model = "ca&#92;plants&#92;clutter_grass_desert.p3d";
};

class ForestFern : GrassGeneral {
model = "ca&#92;plants&#92;clutter_forest_fern.p3d";
affectedByWind = 0.1;
scaleMin = 0.9;
scaleMax = 1.1;
};

class SmallRocks : GrassGeneral {
model = "ca&#92;rocks&#92;clutter_stone_small.p3d";
affectedByWind = 0;
scaleMin = 0.9;
scaleMax = 1.1;
};

class FlowersColor : GrassGeneral {
model = "ca&#92;plants&#92;clutter_smetanka.p3d";
};

class FlowersWhite : GrassGeneral {
model = "ca&#92;plants&#92;clutter_white_flower.p3d";
};

class MushroomsHorcak : GrassGeneral {
model = "ca&#92;plants&#92;clutter_horcak.p3d";
affectedByWind = 0;
scaleMin = 0.85;
scaleMax = 1.25;
};

class MushroomsPrasivka : MushroomsHorcak {
model = "ca&#92;plants&#92;clutter_prasivky.p3d";
};

class MushroomsBabka : MushroomsHorcak {
model = "ca&#92;plants&#92;clutter_babka.p3d";
};

class MushroomsMuchomurka : MushroomsHorcak {
model = "ca&#92;plants&#92;clutter_muchomurka.p3d";
};
};

class Subdivision {
class Fractal {
rougness = 5;
maxRoad = 0.02;
maxTrack = 0.5;
maxSlopeFactor = 0.05;
};

class WhiteNoise {
rougness = 2;
maxRoad = 0.01;
maxTrack = 0.05;
maxSlopeFactor = 0.0025;
};
minY = 0.0;
minSlope = 0.02;
};

class Ambient {
class BigBirds {
radius = 300;
cost = "((1 + forest + trees) - ((2 * rain)) - houses) * (1 - night) * (1 - sea)";

class Species {
class Hawk {
probability = 0.2;
cost = 1;
};
};
};

class Birds {
radius = 170;
cost = "(1 - night) * ((1 + (3 * sea)) - (2 * rain))";

class Species {
class Seagull {
probability = 0.2;
cost = 1;
};
};
};

class BigInsects {
radius = 20;
cost = "(5 - (2 * houses)) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {
class DragonFly {
probability = "0.6 - (meadow * 0.5) + (forest * 0.4)";
cost = 1;
};

class ButterFly {
probability = "0.4 + (meadow * 0.5) - (forest * 0.4)";
cost = 1;
};
};
};

class BigInsectsAquatic {
radius = 20;
cost = "(3 * sea) * (1 - night) * (1 - rain) * (1 - windy)";

class Species {
class DragonFly {
probability = 1;
cost = 1;
};
};
};

class WindClutter {
radius = 10;
cost = "((20 - 5 * rain) * (3 * (windy factor [0.2, 0.5]))) * (1 - sea)";

class Species {
class FxWindGrass1 {
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};

class FxWindGrass2 {
probability = "0.4 - 0.2 * hills - 0.2 * trees";
cost = 1;
};

class FxWindRock1 {
probability = "0.4 * hills";
cost = 1;
};

class FxWindLeaf1 {
probability = "0.2 * trees";
cost = 1;
};

class FxWindLeaf2 {
probability = "0.1 * trees + 0.2";
cost = 1;
};

class FxWindLeaf3 {
probability = "0.1 * trees";
cost = 1;
};
};
};

class NoWindClutter {
radius = 15;
cost = "(20 * (windy factor [0.1, 0.2])) * meadow * (1 - rain) * (1 - sea) * (1 - forest) * (1 - houses)";

class Species {
class FxWindPollen1 {
probability = 1;
cost = 1;
};
};
};

class SmallInsects {
radius = 3;
cost = "(12 - 8 * hills) * (1 - night) * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {
class HouseFly {
probability = "deadBody + (1 - deadBody) * (0.5 - forest * 0.1 - meadow * 0.2)";
cost = 1;
};

class HoneyBee {
probability = "(1 - deadBody) * (0.5 - forest * 0.1 + meadow * 0.2)";
cost = 1;
};

class Mosquito {
probability = "(1 - deadBody) * (0.2 * forest)";
cost = 1;
};
};
};

class NightInsects {
radius = 3;
cost = "(9 - 8 * hills) * night * (1 - rain) * (1 - sea) * (1 - windy)";

class Species {
class Mosquito {
probability = 1;
cost = 1;
};
};
};
};

class Names {
class Veg_1 {
name = "";
position[] = {2713.62, 2140.92};
type = "VegetationPalm";
radiusA = 50;
radiusB = 50;
};

class Veg_2 {
name = "";
position[] = {2446.09, 3038.29};
type = "VegetationPalm";
radiusA = 50;
radiusB = 50;
};

class Veg_3 {
name = "";
position[] = {2940.52, 2923.19};
type = "VegetationPalm";
radiusA = 50;
radiusB = 50;
};
};
};
};

class CfgWorldList {
class CEEB_p2007 {};
};
thanks
http://forums.bistudio.com/oldsmileys/yay.gif

fasad
Sep 5 2007, 22:43
Yes, that&#39;s a config.cpp http://forums.bistudio.com/oldsmileys/smile_o.gif

plumose 219
Sep 5 2007, 22:56
@<hidden> fasad
ive done what u said ,and ive think im getting it know , http://forums.bistudio.com/oldsmileys/huh.gif ,but im not getting map showing when u select map at beginning http://forums.bistudio.com/oldsmileys/banghead.gif thanks .

Edge
Sep 6 2007, 06:33
Plumose, this is just a small detail, but the line, defining already present class
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes&#91;&#93; = {&#34;DesertIntro1&#34;};[/QUOTE]
should rather be
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes&#91;&#93; = {&#34;CEEBp2007_Intro1&#34;};[/QUOTE]
provided you insert this to your config:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMissions
{
class Cutscenes
{
class CEEBp2007_Intro1
{
directory = &#34;ca&#92;CEEBp2007_Intro1&#92;data&#92;scenes&#92;introanim.CEEB_p2007&#34;;
};
};
};
[/QUOTE]
("directory" contains path to cutscene directory, can be different)

I think classes Subdivision and WhiteNoise can be ommited (you seem to use some debinarized config for Rahmadi as reference, maybe it would be better to try SampleMap config).

plumose 219
Sep 7 2007, 17:27
Plumose, this is just a small detail, but the line, defining already present class
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes&#91;&#93; = {&#34;DesertIntro1&#34;};
should rather be
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cutscenes&#91;&#93; = {&#34;CEEBp2007_Intro1&#34;};[/QUOTE]
provided you insert this to your config:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMissions
{
 class Cutscenes
 {
   class CEEBp2007_Intro1
   {
     directory = &#34;ca&#92;CEEBp2007_Intro1&#92;data&#92;scenes&#92;introanim.CEEB_p2007&#34;;
   };
 };
};
[/QUOTE]
("directory" contains path to cutscene directory, can be different)

I think classes Subdivision and WhiteNoise can be ommited (you seem to use some debinarized config for Rahmadi as reference, maybe it would be better to try SampleMap config).[/QUOTE]
Thanks for that edge http://forums.bistudio.com/oldsmileys/yay.gif

plumose 219
Sep 7 2007, 17:50
ive used the configs from desert map and got my map working,so i used the rvmatt file and textures from the same map,but still no textures on my map,ive changed the rvmatt file to my map name too in text editer.can anyone tell me what im doing wrong please

http://forums.bistudio.com/oldsmileys/huh.gif
http://i182.photobucket.com/albums/x96/plumose/arma2007-09-0718-20-41-14.jpg

AnIm8oR_8
Sep 8 2007, 05:14
@<hidden> plumose 219,

To get textures into Visitor you need to convert all of your .PNG&#39;s to .PAA&#39;s in your P:&#92;Ca&#92;<MyIsland>&#92;data&#92;layers folder.

You also need to change the text in your RVMAT&#39;s from .PNG to .PAA ( I use notepad++ to do this to hundreds of files at a time).

plumose 219
Sep 8 2007, 19:40
@<hidden>

thanks for that bud,but still cant get textures in the map ive change png to paa.can u tell me what a pew file is and does. could that be it???     thanks.

AnIm8oR_8
Sep 8 2007, 19:52
The .PEW is your project/world file, an extension of Visitor, or how V3 saves your project. The problem wouldn&#39;t be there.

Are your textures showing in Bulldozer and not in-game, or neither?

plumose 219
Sep 8 2007, 22:10
The .PEW is your project/world file, an extension of Visitor, or how V3 saves your project. The problem wouldn&#39;t be there.

Are your textures showing in Bulldozer and not in-game, or neither?
@<hidden>
neither mate ,i took the rvmat from sxl_desert map,and data and layers from that as well.i change the name in the rvmat file which was sxl_desert to my map name. but if u pbo the sxl_desert ,theres is a folder called 1saralite, in that has the folders data and layers with the paa files,shall i change that to my map name. http://forums.bistudio.com/oldsmileys/huh.gif thanks for your help.

AnIm8oR_8
Sep 9 2007, 19:34
My apoligies plumose 219, if you edited your .PEW file with a text editor or renamed it, it could have become unstable.

Have you created your own sat_LCO.PNG (distant textures) and mask_LCO.PNG (close/ground textures) and imported them into visitor or used pre-made ones?

Below is an image of my P:&#92;Ca&#92;MyIsland&#92;source folder with images I made in GIMP 2. Note that my mask_LCO.PNG is all one colour to get a single texture over the whole map (got sick of the white and didn&#39;t want to spend too long editing images).

http://img68.imageshack.us/img68/4180/structuresourceif1.jpg

Both sat and mask images are 5120x5120px for a 512x512 map with 10m cells and weigh in at 46MB and 87MB respectively.

I also used the textures and .RVMATS from BISampleMap and put in P:&#92;Ca&#92;MyIsland&#92;data folder but only used one at first (travajih).
I then imported my sat_LCO.PNG, layers.CFG and mask_LCO.PNG into Visitor which chops up the sat image and extracts to my P:&#92;Ca&#92;MyIsland&#92;data&#92;layers folder.
From there I changed all .PNG&#39;s to .PAA using Pal2Pac batch file command and edited all the RVMAT&#39;s accordingly using Notepad++
I then opened my project again in V3, entered Bulldozer and textures were visible.

Don&#39;t know if this is any help as I&#39;m not too sure how you&#39;ve set up your folder structures and Visitor parameters.

P.S. I will be releasing part of a Noob tutorial soon that will take you step-by-step through making and texturing your own maps.

Allie
Sep 16 2007, 11:33
Ok an other 48 hours down the toillete.
Been busy for weeks now with Visitor3, but stll no result,anybody out there can tell me what i do wrong here.
I&#39;m trying to import a png height map, heres the pic

http://www.delta-automaten.com/public/terrain.png

the pbl:

http://www.delta-automaten.com/public/terrain.pbl

the result:

http://www.delta-automaten.com/public/vissi3.jpg

What the ffff am i doing wrong here http://forums.bistudio.com/oldsmileys/huh.gif?http://forums.bistudio.com/oldsmileys/huh.gif?http://forums.bistudio.com/oldsmileys/huh.gif?http://forums.bistudio.com/oldsmileys/huh.gif?http://forums.bistudio.com/oldsmileys/huh.gif

Thanks

Opteryx
Sep 16 2007, 11:37
Yup, I&#39;ve had this and figured out that Photoshop does something weird to the heightmap.

Import you PNG to Wilbur and save it from there, then try again in V3.

In case you don&#39;t know where to get wilbur..

LINK (http://www.ridgenet.net/~jslayton/Wilbur.zip)

http://forums.bistudio.com/oldsmileys/smile_o.gif

ofp2
Sep 16 2007, 11:38
are you positive the png that you are importing is exactly ^2 ,sometimes this happens if it is not and also when you select size .i.e new 256x256 this mus also be in tune with sixe of png , you must remember this is total size for land and sea not just land mass

tried all them with your examples , looks like it might be what opteryx is suggesting.

fasad
Sep 16 2007, 11:52
Allie, are you using 16-bit greyscale PNG? I have had similar results importing an 8-bit PNG.

My version of photoshop cannot create 16-bit greyscale PNG images.

Allie
Sep 16 2007, 12:25
Thanks you guys,

The wilbur trick worked, i just opened up the terrain.png in it and then save it back as .png 16 bit scale, and its working.

Thanks again for the very, very quick responds.

This is actually my preffered way of making it because i now can just glue together googleearth pictures and make everything out of that one picture.

Bythe way, using fotoshop and corel photopaint, both programs about the same, but both NOT safe PNG&#39;s in right format for visitor then.

But no worries, then we just use yet another 3rd party piece of software (really dont get those bis guys, why not release an aplication insted of another piece of script http://forums.bistudio.com/oldsmileys/sad_o.gif )

Later for my next problem http://forums.bistudio.com/oldsmileys/smile_o.gif

Allie
Sep 16 2007, 19:35
Yesssssssssssss, at last result &#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;
http://www.delta-automaten.com/public/yess.jpg

Thanks alot all, keep up the good work.

Heatseeker
Sep 17 2007, 20:12
How about Gimp2.2? Im not much into editing progs but i found it perfect to paint your own grayscale png&#39;s (many cool options) and its free.

http://i50.photobucket.com/albums/f308/supercatpoop/ArmA/funIsle.jpg

My first small test (just that) with this data import method (png/pbl), actually its the only one i tried so far.
Im kind of scared now because im afraid of turning into a terrain junkie, sounds very time consuming http://forums.bistudio.com/oldsmileys/sad_o.gif .

edit:

But its so godamn interesting http://forums.bistudio.com/oldsmileys/crazy_o.gif &#33;&#33;

Opteryx
Sep 17 2007, 20:46
Quote[/b] ] Im kind of scared now because im afraid of turning into a terrain junkie, sounds very time consuming http://forums.bistudio.com/oldsmileys/sad_o.gif .

Oh yeah.. http://forums.bistudio.com/oldsmileys/crazy_o.gif &#33;


Quote[/b] ] But its so godamn interesting http://forums.bistudio.com/oldsmileys/crazy_o.gif &#33;&#33;

Indeed&#33; http://forums.bistudio.com/oldsmileys/biggrin_o.gif

-edit-


Quote[/b] ]Yesssssssssssss, at last result &#33;&#33;&#33;&#33;&#33;&#33;&#33;&#33;
http://www.delta-automaten.com/public/yess.jpg

Thanks alot all, keep up the good work.


Good stuff there Allie&#33;

But do I see the remnants of a Google Earth ruler? http://forums.bistudio.com/oldsmileys/whistle.gif

Allie
Sep 18 2007, 23:27
http://forums.bistudio.com/oldsmileys/smile_o.gif You indeed see the google earth thingy http://forums.bistudio.com/oldsmileys/smile_o.gif

But this is just a test, a lot of touching up sat image in fotoshop is required.

This is just a way of doing it, google earth that is, its a lot of work to get all the pictures, and after getting all the pictures you have to glue them all together (very accurate, best pixel perfect match)

Its very time consuming work because its only posible to take jpg&#39;s of a height of about 850 meters, this will result in a picture of a size of 700m wide by 580 m high, so for a landscape coverage you have to take quit some pictures.
my island is about 3km X 3km so i had to make 5 x 5 = 25 pictures for it,
the world size is 5120 by 5120 km, so the rest is water for me and i filled that with a high distance pic, just one as background for the high detail part.

i made a raster jpg and used that in google earth to plot out the pictures. So u know what to take pictures of, figure it out.

The result detail is 1 m a pixel

Big island, i know not really realistic, but again, just the needed parts detaild rest lower detail, i just like the idea of the posibilities with this.

Look at the scale , it is right, the blue are buildings, inbetween building are roads, this is correct scale, i love it.

http://www.delta-automaten.com/public/yess2.jpg

later.

Opteryx
Sep 18 2007, 23:38
Why use the save jpeg feature thing when you can press print screen (Print Scrn) and paste (Ctrl +V) into Photoshop or whatever image editor you&#39;re using, the save as BMP format for highest quality to work with?

andersson
Sep 23 2007, 12:18
I then imported my sat_LCO.PNG, layers.CFG and mask_LCO.PNG into Visitor which chops up the sat image and extracts to my P:&#92;Ca&#92;MyIsland&#92;data&#92;layers folder.
When I import sattelite+mask I get the close texture in buldozer but no sattelite texture in buldozer nor visitor3. And I have no *.png&#39;s in my layer folder.

No errors when importing.. Anyone help please?

EDIT: Solved it, I hadnt changed the path in "Tools&#92;Project Parameters"

EDIT2: "solved it", yeah right... I like arma and ofp and whatever BIS produce, but its annoying with all the searching and learning small trivial stuff that is important but that you cant find easilly.. Setting up visitor3, get all the right imageresolutions and settings, understand the workorder. Nothing is unlogical nor difficult, but its annoying to try&error all the way to the first small island. And whats annoys me even more is that everyone have to do this...
Yes I know about the wiki (one of the sources I try to get the whole picture from..), but I guess that anyone thats finally got this working and understand all the small petty details dont want to expand the wiki, they want to harvest all the hard work in visitor3 instead. I know I would..

I&#39;m not giving up, but I wanted to say this. I suppose I&#39;m not alone.. Sorry.

Edge
Sep 24 2007, 07:08
Quote[/b] ]anyone thats finally got this working and understand all the small petty details dont want to expand the wiki
Sad but true... Currently there is just a skeleton with basic info on wiki, let&#39;s hope some of those who succeeded will share their knowledge. Sometimes it is only about ading a sentece or two... http://forums.bistudio.com/oldsmileys/wink_o.gif